I would like to change a certain mechanic that has been bothering me for 5 years now. It is a relatively "unused" mechanic until now. Well, since it bothers me so much. I didn't use it much.
I also would like to mention that this post might be a bit vague.
Regarding a wargame (that has been mentioned before here). Where the normal weapons have a continuous range of damage. The first 3 weapons as example in a 5 types of armor game.
The lightest weapons have a relatively effect:
1 - 1/2 - 1/3 - 1/4 - 1/5 etc.
Followed by:
1/2 - 1 - 2/3 - 2/4 - 2/5 etc.
A medium weapon would be:
1/3 - 2/3 - 1 - 3/4 - 3/5 etc.
It is a perfect balance once you write out all the effects. And can be expanded into an infinity number of different weapons and armor.
I will call this part A.
Of course we have air units and underground/underwater units. To reach them, it is a simple yes or no to the weapon. The weapon can only reach 1 dimension in a sense.
There are solid rules for when an unit can reach more dimensions. Since the dimensions are limited.
But it is also noteworthy that there are again just as much weapons against a certain dimension than there are different dimensions. Also a perfect balance.
This is what I call part B.
However, the mechanic that doesn't fit in. Is one that takes place in part A, yet as if it is part B. Meaning, it is a yes or no, against just 1 armor type.
The special weapons part.
We have dog bites/ snipers/ bunker busters/ etc.
For example, a dog bite would only hit infantry. For this the weapon total effect is smaller then other weapons.
But with a game expanding as if it is MtG. A limited weapon quickly becomes imbalanced and obsolete.
To give an idea of how the weapon decreases relatively in effects, compared to the standard arsenal:
1 type: 100%
2 types: 75%
3 types: 61% (current)
4 types: 52%
5 types: 46%
6 types: 41% (dune variant)
That was for anti infantry. Other types have other percentages too.
I could go to infinity. But that creates great imbalance. For now I had the rule, that a special weapon would be worth only 50%. Meaning, a anti infantry weapon that is special, is twice as strong.
I have 3 types in the very first game. This means that a special weapon overall is 61% above 50%. Even with 4 types, there is still no problem. However, with 5 types or beyond. It is sure that the special weapons are not going to be used at all. Especially if it is a yes/no situation. Where with each additional type gives an extra "no". This from a discrete playing point of view.
[ I also got a complete list of balancing rules for myself regarding this. Just to make sure my game keeps balanced for a long time. But I just know it is going to crumble. ]
How to solve this?
There are 5 possible solutions.
1 - Should I change the rules regarding special weapons?
Some sort of an infinite list again, but less damage when further of the target armor? But what about something that really has a yes or no type like a dog bite? A dog bite can't do 1 damage against a vehicle, let alone a tank.
2 - Should I rebalance the costs of units with special weapons? When expanding the game? Simply saying, in this game, the unit now costs ... due to 60 % effect, another only 40% effect.
This would result in a lot of changes over time. Not to mention, the number of units in one group would increase. Thus they need to be included. On the other hand, the different effects between the different special weapons can now be treated separately.
3 - Drop the special weaponry and add an extra factor against new types of armor? This for all weapons.
Now I only have a number 1 for infantry, 9 for certain vehicles, 36 for certain tanks etc. But then also implementing organic/mechanic, small/large etc.
That doesn't feel right since there might be more mechanics then organics in the game. Which is again an imbalance. The number of units of a certain type is limited to keep the balance going as well. So saying that a player can build more of a certain unit is out of the question.
4 - Of course, the last solution is simply to swallow this imbalance. I still have the option of combining a special part to the basic part. Thus a dog bite remains 100% special. But a sniper or bunker buster has a part normal with a part special. But then again, I feel like they are weaker in comparison to normal units.
5 - 5th option is to completely dropping the special weaponry. No dog bites. No bunker busters. And the sniper simply is as he is right now. Super effective against walls of wooden fences and barracks. Which makes no sense :). Unless the story is, the barracks die when the instructors inside die. And the sniper has a burn effect due to impact. There is also a situation that snipers beat a single tank. -.-
So, what would you suggest me to do? Something completely of the bat is also welcome. Who knows, one of you might have a brilliant idea for me.
Fun > Math, that is true.
However, math needs to be as high as possible too, to get fun high enough. The math is my job.
What you are mentioning has been taken in account from the start. The difference in speed, range, durability/agility and accuracy do not affect the issue. And in general, there is one formula that works for several expands.
The reason that I am posting this, is because the fun is decreasing when using the special weapons. Playtesters say that they feel a certain unit is to powerfull or to weak.
I want every unit to be useful, no matter what version.
With 2 types, the special weapons are over powered and the only ones staged, on the field, once the players notice this power.
With 3 types, there is a good balance. Players try out any thing. And any thing works well. So they keep using any thing.
However, the game is designed to expand to 4 types or beyond. But then the special weapons are weaker. Clearly after adding a fourth type, the special weapons are gone. No one likes to use them because they don't really add to the game from this point.
It is truely only the damage output of these weapons. Not the range, nor the speed, or any other factor. That has influence on the game. I did do one other play test with the damage being about 3 times higher while having 4 types. Results are some what of a balance in the use of units.
Off screen, I had one other suggestion from a buddy. Mathematical speaking, still not a solution. But a good target. Of course with viewing the play tests.
Option 6 - When using a number of types in the game. Any special weapon can have an extra factor. Thus all costing the same. You simple do double or tripple ammount of damage. Depending if we are facing 2 or 3 types.
Although a type could have any number. So I need to see how much this affects the math.